Thursday, March 18, 2021

What Is an Algorithm?

In mathematics and computer science, an algorithm is a finite sequence of well-defined, computer-implementable instructions, typically to solve a class of problems or to perform a computation.  Algorithms are always unambiguous and are used as specifications for performing calculations, data processing, automated reasoning, and other tasks.

As an effective method, an algorithm can be expressed within a finite amount of space and time, and in a well-defined formal language for calculating a function.  Starting from an initial state and initial input (perhaps empty), the instructions describe a computation that, when executed, proceeds through a finite number of well-defined successive states, eventually producing "output" and terminating at a final ending state. The transition from one state to the next is not necessarily deterministic; some algorithms, known as randomized algorithms, incorporate random input.

The concept of algorithm has existed since antiquity.  Arithmetic algorithms, such as a division algorithm, was used by ancient Babylonian mathematicians c. 2500 BC and Egyptian mathematicians c. 1550 BC.  Greek mathematicians later used algorithms in 240 BC in the sieve of Eratosthenes for finding prime numbers, and the Euclidean algorithm for finding the greatest common divisor of two numbers.  Arabic mathematicians such as al-Kindi in the 9th century  used cryptographic algorithms for code-breaking, based on frequency analysis.

The word algorithm itself is derived from the name of the 9th-century mathematician Muḥammad ibn Mūsā al-Khwārizmī, whose nisba (identifying him as from Khwarazm) was Latinized as Algoritmi.  A partial formalization of what would become the modern concept of algorithm began with attempts to solve the Entscheidungsproblem (decision problem) posed by David Hilbert in 1928.  Later formalizations were framed as attempts to define "effective calculability" or "effective method".  Those formalizations included the Gödel–Herbrand–Kleene recursive functions of 1930, 1934 and 1935, Alonzo Church's lambda calculus of 1936, Emil Post's Formulation 1 of 1936, and Alan Turing's Turing machines of 1936–37 and 1939.

Informal Definition

An informal definition could be "a set of rules that precisely defines a sequence of operations", which would include all computer programs (including programs that do not perform numeric calculations), and (for example) any prescribed bureaucratic procedure or cook-book recipe.

In general, a program is only an algorithm if it stops eventually  even though infinite loops may sometimes prove desirable.

A prototypical example of an algorithm is the Euclidean algorithm, which is used to determine the maximum common divisor of two integers; an example (there are others) is described by the flowchart above and as an example in a later section.

Boolos, Jeffrey & 1974, 1999 offer an informal meaning of the word "algorithm" in the following quotation:

No human being can write fast enough, or long enough, or small enough† ( †"smaller and smaller without limit … you'd be trying to write on molecules, on atoms, on electrons") to list all members of an enumerably infinite set by writing out their names, one after another, in some notation. But humans can do something equally useful, in the case of certain enumerably infinite sets: They can give explicit instructions for determining the nth member of the set, for arbitrary finite n. Such instructions are to be given quite explicitly, in a form in which they could be followed by a computing machine, or by a human who is capable of carrying out only very elementary operations on symbols.

An "enumerably infinite set" is one whose elements can be put into one-to-one correspondence with the integers. Thus Boolos and Jeffrey are saying that an algorithm implies instructions for a process that "creates" output integers from an arbitrary" input" integer or integers that, in theory, can be arbitrarily large. For example, an algorithm can be an algebraic equation such as y = m + n (i.e., two arbitrary "input variables" m and n that produce an output y), but various authors' attempts to define the notion indicate that the word implies much more than this, something on the order of (for the addition example):

Precise instructions (in a language understood by "the computer") for a fast, efficient, "good" process that specifies the "moves" of "the computer" (machine or human, equipped with the necessary internally contained information and capabilities) to find, decode, and then process arbitrary input integers/symbols m and n, symbols + and = … and "effectively" produce, in a "reasonable" time, output-integer y at a specified place and in a specified format.

The concept of algorithm is also used to define the notion of decidability—a notion that is central for explaining how formal systems come into being starting from a small set of axioms and rules.  In logic, the time that an algorithm requires to complete cannot be measured, as it is not apparently related to the customary physical dimension. From such uncertainties, that characterize ongoing work, stems the unavailability of a definition of algorithm that suits both concrete (in some sense) and abstract usage of the term.

Algorithm Design

Algorithm design refers to a method or a mathematical process for problem-solving and engineering algorithms. The design of algorithms is part of many solution theories of operation research, such as dynamic programming and divide-and-conquer.  Techniques for designing and implementing algorithm designs are also called algorithm design patterns, with examples including the template method pattern and the decorator pattern.

One of the most important aspects of algorithm design is resource (run-time, memory usage) efficiency; the big O notation is used to describe e.g. an algorithm's run-time growth as the size its input increases.

Typical steps in the development of algorithms:

  1. Problem definition
  2. Development of a model
  3. Specification of the algorithm
  4. Designing an algorithm
  5. Checking the correctness of the algorithm
  6. Analysis of algorithm
  7. Implementation of algorithm
  8. Program testing
  9. Documentation preparation

Computer Algorithms

In computer systems, an algorithm is basically an instance of logic written in software by software developers, to be effective for the intended "target" computer(s) to produce output from given (perhaps null) input. An optimal algorithm, even running in old hardware, would produce faster results than a non-optimal (higher time complexity) algorithm for the same purpose, running in more efficient hardware; that is why algorithms, like computer hardware, are considered technology.

"Elegant" (compact) programs, "good" (fast) programs: The notion of "simplicity and elegance" appears informally in Knuth and precisely in Chaitin:

Knuth: " … we want good algorithms in some loosely defined aesthetic sense. One criterion … is the length of time taken to perform the algorithm …. Other criteria are adaptability of the algorithm to computers, its simplicity and elegance, etc"

Chaitin: " … a program is 'elegant,' by which I mean that it's the smallest possible program for producing the output that it does"

Chaitin prefaces his definition with: "I'll show you can't prove that a program is 'elegant'"—such a proof would solve the Halting problem (ibid).

Algorithm versus function computable by an algorithm: For a given function multiple algorithms may exist. This is true, even without expanding the available instruction set available to the programmer. Rogers observes that "It is ... important to distinguish between the notion of algorithm, i.e. procedure and the notion of function computable by algorithm, i.e. mapping yielded by procedure. The same function may have several different algorithms".

Unfortunately, there may be a tradeoff between goodness (speed) and elegance (compactness)—an elegant program may take more steps to complete a computation than one less elegant. An example that uses Euclid's algorithm appears below.

Computers (and computors), models of computation: A computer (or human "computor") is a restricted type of machine, a "discrete deterministic mechanical device" that blindly follows its instructions.  Melzak's and Lambek's primitive models reduced this notion to four elements: (i) discrete, distinguishable locations, (ii) discrete, indistinguishable counters (iii) an agent, and (iv) a list of instructions that are effective relative to the capability of the agent.

Minsky describes a more congenial variation of Lambek's "abacus" model in his "Very Simple Bases for Computability".  Minsky's machine proceeds sequentially through its five (or six, depending on how one counts) instructions, unless either a conditional IF–THEN GOTO or an unconditional GOTO changes program flow out of sequence. Besides HALT, Minsky's machine includes three assignment (replacement, substitution) operations: ZERO (e.g. the contents of location replaced by 0: L ← 0), SUCCESSOR (e.g. L ← L+1), and DECREMENT (e.g. L ← L − 1).  Rarely must a programmer write "code" with such a limited instruction set. But Minsky shows (as do Melzak and Lambek) that his machine is Turing complete with only four general types of instructions: conditional GOTO, unconditional GOTO, assignment/replacement/substitution, and HALT. However, a few different assignment instructions (e.g. DECREMENT, INCREMENT, and ZERO/CLEAR/EMPTY for a Minsky machine) are also required for Turing-completeness; their exact specification is somewhat up to the designer. The unconditional GOTO is a convenience; it can be constructed by initializing a dedicated location to zero e.g. the instruction " Z ← 0 "; thereafter the instruction IF Z=0 THEN GOTO xxx is unconditional.

Simulation of an algorithm: computer (computor) language: Knuth advises the reader that "the best way to learn an algorithm is to try it . . . immediately take pen and paper and work through an example".  But what about a simulation or execution of the real thing? The programmer must translate the algorithm into a language that the simulator/computer/computor can effectively execute. Stone gives an example of this: when computing the roots of a quadratic equation the computor must know how to take a square root. If they don't, then the algorithm, to be effective, must provide a set of rules for extracting a square root.

This means that the programmer must know a "language" that is effective relative to the target computing agent (computer/computor).

But what model should be used for the simulation? Van Emde Boas observes "even if we base complexity theory on abstract instead of concrete machines, arbitrariness of the choice of a model remains. It is at this point that the notion of simulation enters".  When speed is being measured, the instruction set matters. For example, the subprogram in Euclid's algorithm to compute the remainder would execute much faster if the programmer had a "modulus" instruction available rather than just subtraction (or worse: just Minsky's "decrement").

Structured programming, canonical structures: Per the Church–Turing thesis, any algorithm can be computed by a model known to be Turing complete, and per Minsky's demonstrations, Turing completeness requires only four instruction types—conditional GOTO, unconditional GOTO, assignment, HALT. Kemeny and Kurtz observe that, while "undisciplined" use of unconditional GOTOs and conditional IF-THEN GOTOs can result in "spaghetti code", a programmer can write structured programs using only these instructions; on the other hand "it is also possible, and not too hard, to write badly structured programs in a structured language".  Tausworthe augments the three Böhm-Jacopini canonical structures: SEQUENCE, IF-THEN-ELSE, and WHILE-DO, with two more: DO-WHILE and CASE.  An additional benefit of a structured program is that it lends itself to proofs of correctness using mathematical induction.

Canonical flowchart symbols: The graphical aide called a flowchart, offers a way to describe and document an algorithm (and a computer program of one). Like the program flow of a Minsky machine, a flowchart always starts at the top of a page and proceeds down. Its primary symbols are only four: the directed arrow showing program flow, the rectangle (SEQUENCE, GOTO), the diamond (IF-THEN-ELSE), and the dot (OR-tie). The Böhm–Jacopini canonical structures are made of these primitive shapes. Sub-structures can "nest" in rectangles, but only if a single exit occurs from the superstructure. The symbols, and their use to build the canonical structures are shown in the diagram.

                              https://en.wikipedia.org/wiki/Algorithm

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